Computer-readable recording medium where game billing program is recorded and video dame device

ABSTRACT

A CPU includes a distance calculation section which calculates a distance by which an automobile moves along a course in a game space; a gas-mileage calculation section which calculates a gas mileage of the automobile; a charged-money calculation section which calculates a fuel quantity which is virtually consumed by dividing the gas mileage into the movement distance and calculates a charged sum of money using this fuel quantity.

TECHNICAL FIELD

The present invention relates to a computer-readable recording medium inwhich a game money-charging program is recorded which charges a player asum of money for a game where a vehicle that virtually consumes fuel ismoved in a game space, and a video game apparatus for the same purpose.

BACKGROUND ART

Conventionally, a racing game, a flight simulation game, or the like,are popular as a game in which a vehicle that virtually consumes fuel ismoved in a game space. In the case where a player plays a game using agame machine which is provided in an amusement arcade or the like, whenstarting the game, the player puts a predetermined amount of money for aplay into the game machine. Thereby, the player can play the game.

However, in such a conventional game machine, the charge for a play isroughly set, which cannot necessarily satisfy players. For example, in aracing game which simulates a car race where cars run on a circuitcourse, a play charge is set in proportion to the number of times atwhich a car runs on the circuit course. Hence, the charge for a play isset regardless of the length of the circuit course, and thus, manyplayers cannot accept such a charge.

In addition, in a racing game, a player can usually choose a high-powerand poor-mileage engine, or a low-power and good-mileage engine.However, in a conventional play-charge setting method, a high-power andpoor-mileage engine is more favorable. This tends to make the choice ofan engine meaningless and tasteless.

In view of the above described disadvantages, it is an object of thepresent invention to provide a computer-readable recording medium inwhich a money-charging program is recorded and a video game apparatuswhich are capable of setting a play charge which can be accepted by aplayer.

DISCLOSURE OF THE INVENTION

In order to attain the above described object, a computer-readablerecording medium in which a game money-charging program is recordedaccording to the present invention, the game money-charging programcharging a player a sum of money for a game in which a vehicle thatvirtually consumes fuel is moved in a game space, characterized in thata computer is rendered to function as: a distance calculating means forcalculating a distance by which the vehicle moves along a predeterminedroute that is set in advance in the game space; a gas-mileagecalculating means for calculating a gas mileage of the vehicle; and acharged-money calculating means for calculating the quantity of fuelwhich is virtually consumed by dividing the gas mileage into themovement distance and calculating a charged sum of money based on thisquantity of fuel.

According to this program, the distance calculating means calculates adistance by which the vehicle moves along a predetermined route that isset in advance in the game space. The gas-mileage calculating meanscalculates a gas mileage of the vehicle. Then, the charged-moneycalculating means calculates the quantity of fuel which is virtuallyconsumed by dividing the gas mileage into the movement distance andcalculates a charged sum of money based on this quantity of fuel.

Therefore, the charged amount of money is calculated based on thequantity of fuel which is virtually consumed, and this charge settingcan satisfy a player. For example, if the charged amount is calculatedsubstantially in proportion to the quantity of fuel which is virtuallyconsumed, such a charge setting becomes acceptable to the player.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of an example of a game system according tothe present invention.

FIG. 2 is a block diagram, showing an example of the configuration ofthe game system.

FIG. 3 is a perspective view of an example of a client terminalapparatus according to the present invention.

FIG. 4 is a perspective partially-enlarged view of an example of theclient terminal apparatus.

FIG. 5 is a block diagram, showing an example of the functionalconfiguration of the client terminal apparatus.

FIG. 6 is a block diagram, showing an example of the functionalconfiguration of a control section.

FIG. 7 is a perspective view of an example of a server apparatus.

FIG. 8 is a block diagram, showing an example of the functionalconfiguration of the server apparatus.

FIG. 9 is a block diagram, showing an example of the functionalconfiguration of the control section.

FIG. 10 is a flow chart, showing an example of the operation of theclient terminal apparatus.

FIG. 11 is a flow chart, specifically showing an example of agas-mileage calculation in a step S119 of the flow chart shown in FIG.10.

FIG. 12 is a table, showing an example of a table data which is used fora gas-mileage calculation in a step S205 of the flow chart shown in FIG.11.

FIG. 13 is a flow chart, specifically showing an example of acharged-money calculation in a step S121 of the flow chart shown in FIG.10.

FIG. 14 is a flow chart, showing an example of the operation of theserver apparatus.

FIG. 15 is a representation, showing an example of a racing game.

FIG. 16 is a representation, showing an example of a held race imagewhich is displayed in a monitor of the server apparatus to notifyplayers and spectators that a race is to be held.

FIG. 17 is a representation, showing an example of a course selectionimage which is displayed in a monitor of the client terminal apparatusin a step S101 of the flow chart shown in FIG. 10.

FIG. 18 is a representation, showing an example of a license-cardinsertion instruction image which is displayed in the monitor of theclient terminal apparatus in a step S105 of the flow chart shown in FIG.10.

FIG. 19 is a representation, showing an example of a machine-cardinsertion instruction image which is displayed in the monitor of theclient terminal apparatus in a step S109 of the flow chart shown in FIG.10.

FIG. 20 is a representation, showing an example of a parts selectionimage which is displayed in the monitor of the client terminal apparatusin a step S115 of the flow chart shown in FIG. 10.

FIG. 21 is a representation, showing an example of an engine selectionimage which is displayed in the monitor of the client terminal apparatusin the step S115 of the flow chart shown in FIG. 10.

FIG. 22 is a representation, showing an example of a coin-additionrequest image which is displayed in the monitor of the client terminalapparatus in a step S123 of the flow chart shown in FIG. 10.

FIG. 23 is a representation, showing an example of a game-executionpermission image which is displayed in the monitor of the clientterminal apparatus in a step S127 of the flow chart shown in FIG. 10.

FIG. 24 is a representation, showing an example of a game image which isdisplayed in the monitor of the server apparatus while a game is inexecution.

FIG. 25 is a representation, showing an example of a goal image which isdisplayed in the monitor of the server apparatus while the game is inexecution.

FIG. 26 is a representation, showing an example of a game image which isdisplayed in the monitor of the client terminal apparatus while the gameis in execution.

FIG. 27 is a block diagram, showing an example of the functionalconfiguration of a control section of the client terminal apparatus.

FIG. 28 is a flow chart, showing an example of the operation of theclient terminal apparatus.

FIG. 29 is a representation, showing an example of a course selectionimage which is displayed in the monitor in a step S507 of the flow chartshown in FIG. 28.

FIG. 30 is a block diagram, showing an example of the functionalconfiguration of the control section of the client terminal apparatus.

FIGS. 31A and 31B are a flow chart, showing an example of the operationof the client terminal apparatus.

FIG. 32 is a flow chart, specifically showing an example of a remaininggasoline-quantity calculation processing in a step S613 of the flowchart shown in FIGS. 31A and 31B.

FIGS. 33A, 33B, 33C are each a graphical representation, showing anexample of the correlation between the revolution rate of an engine, theroad-surface slope and the road-surface condition of a course, andgas-mileage correction coefficients α, β, γ, respectively.

FIG. 34 is a representation, showing an example of a game image which isdisplayed in the monitor of the client terminal apparatus while the gameis in execution.

BEST MODE FOR IMPLEMENTING THE INVENTION

Hereinafter, an example of the embodiment of the present invention willbe described using FIG. 1 to FIG. 26.

FIG. 1 is a perspective view of an example of a game system according tothe present invention. FIG. 2 is a block diagram, showing an example ofthe configuration of the game system. The game system includes a serverapparatus 1 which controls the progress of a game, and a plurality of(herein, eight) client terminal apparatuses 2 (which each correspond tothe video game apparatus) which are communicably connected to the serverapparatus 1 and are operated by a player. Herein, a game which isexecuted in this game system is a racing game in which an automobile(which corresponds to the vehicle) virtually runs a predetermined numberof times (e.g., ten times) on a circuit course to compete for ranking.

The server apparatus 1 accepts operation-input information from eachclient terminal apparatus 2 and controls the progress of the game. Usingthe operation-input information from each client terminal apparatus 2,the server apparatus 1 calculates the position of an automobile body.Then, it transmits information on the vehicle-body position to theclient terminal apparatus 2. Thereby, the image and sound of the gamewhich is displayed in several client terminal apparatuses 2 which areplaying the game in the same game space can be synchronized. Herein, thevehicle-body position includes the position of a vehicle body on acourse, the direction of a vehicle body, and the inclination in thefront-and-rear directions and the right-and-left directions of a vehiclebody.

The client terminal apparatus 2 accepts various operation inputs and theinsertion of a coin from a player, so that the player can play the game.Besides, it transmits the operation-input information or the like to theserver apparatus 1. In addition, the client terminal apparatus 2 acceptsthe vehicle-body position information from the server apparatus 1. Then,it forms and displays a game image and produces and outputs a game soundand voice.

FIG. 3 is a perspective view of an example of the client terminalapparatus 2 according to the present invention. FIG. 4 is a perspectivepartially-enlarged view of an example of the client terminal apparatus2. The client terminal apparatus 2 includes: a monitor 22 which displaysa game image; a touch panel 22 a which decides which button has beengiven an instruction, using the address of a button for prompting thechoice or the like of a game image that is displayed in the monitor 22and the position which is pressed by the player; a speaker 23 whichoutputs a sound and voice; an accelerator 251 which is a means foroperating a virtual automobile; a brake 252; a shift lever 253; asteering wheel 254; a license-card reader 261 and a machine-card reader262 which read information of a license card and a machine card(described later), respectively; a coin acceptance section 27 whichaccepts a coin as a charge for a game by a player; and a defective-coinoutlet 27 b which discharges a defective coin. Besides, the clientterminal apparatus 2 includes a control section 21 (see FIG. 6) which isformed by a microcomputer or the like that outputs a detection signalfrom each section or a control signal to each section, and a multi-coinselector 27 a which decides the kind (e.g., a 10-yen coin, a 50-yencoin, a 100-yen coin and a 500-yen coin) of a coin that is accepted inthe coin acceptance section 27 and counts a cast sum of money.

Herein, the accelerator 251, the brake 252, the shift lever 253 and thesteering wheel 254 are imitations of the accelerator, brake, shift leverand steering wheel of a real automobile. For example, they areconfigured so that the more a player steps on the accelerator, thegreater the revolution rate of an engine virtually becomes (as describedlater, this function is realized by a game execution section 211 h).

Herein, the license card and the machine card are described. The licensecard and the machine card are each a magnetic card (or an IC card) whichis issued by a card issuance unit (not shown). In the license card,there is stored a user ID; a driver's rank which indicates ranking for adriving technique; a record in a past race; an acquired point; or thelike. In the machine card, there is stored the name of a player; a userID; a password; information on the type of an automobile; information onthe type of the engine of an automobile; or the like.

FIG. 5 is a block diagram, showing an example of the functionalconfiguration of the client terminal apparatus 2. The control section 21controls the total operation of the client terminal apparatus 2. Itincludes: an information processing section (or CPU) 211; an RAM 212which stores information temporarily in the middle of a processing; anROM 213 in which predetermined image information, a game program and thelike (described later) are stored in advance.

Herein, the game money-charging program according to the presentinvention, in the same way as a game program, is recorded in the ROM213. It is loaded on the RAM 212, an operation which is executed via thetouch panel 22 a or the like by a player is accepted, and the gamemoney-charging program on the RAM 213 is successively executed by theCPU 211, so that each function can be realized.

An external input-and-output control section 281 is provided between thecontrol section 21 and a detection section which includes the touchpanel 22 a, the accelerator 251, the brake 252, the shift lever 253, thesteering wheel 254, the license-card reader 261, the machine-card reader262 and the multi-coin selector 27 a. Between them, it converts adetection signal into a digital signal for processing and convertsinstruction information into a control signal to output it to each pieceof equipment of the detection section. It executes these signalprocessing and input-and-output processing, for example, in the form oftime sharing. During each time-sharing period, the externalinput-and-output control section 281 executes an operation in which thecontrol signal is outputted to each piece of equipment of the detectionsection and an operation in which the detection signal is inputted fromeach piece of equipment of the detection section. Herein, theaccelerator 251, the brake 252, the shift lever 253 and the steeringwheel 254 are each provided with a detector which detects how much eachpiece of equipment has been operated.

A plotting processing section 221 displays a required image in themonitor 22 according to an image display instruction from the controlsection 21. It includes a video RAM or the like. An audio regenerationsection 231 outputs a predetermined massage, BGM or the like to speaker23 according to an instruction from the control section 21.

The touch panel 22 a is a rectangular thin-layer body. It is formed by apressure material which is made of a line-shaped transparent materialand is disposed lengthwise and breadthways at a predetermined pitch, atransparent cover which coats it, or the like. It is stuck on the screenof the monitor 22. As this touch panel 11 a, a publicly-known panel canbe used. Using the address and pressing position of a button forprompting a choice or the like which is displayed on the screen of themonitor 22, a decision can be made which button has been given aninstruction.

In the ROM 213, there are stored an automobile image, a backgroundimage, various screen images, and the like. The automobile image, the abackground image, or the like, is formed by a required number ofpolygons, so that they can be three-dimensionally plotted. Based on aplotting instruction from the CPU 211, the plotting processing section221 executes a calculation for converting a position in thethree-dimensional space into a position in a pseudo three-dimensionalspace, a light-source calculation processing, or the like. In addition,Based on this calculation result, it executes a processing for writingimage data to be plotted in a video RAM, for example, a processing forwriting (attaching) texture data in the area of a video RAM which isdesignated by the polygon.

Among various kinds of data which are stored in the ROM 213, data whichcan be stored in an attachable and detachable recording medium may alsobe read, for example, by a driver, such as a hard disk drive, an opticaldisk drive, a flexible disk drive, a silicon disk drive and a cassettemedium reader. In that case, the recording medium is, for example, ahard disk drive, an optical disk drive, a flexible disk drive, a CD, aDVD, a semiconductor memory, or the like.

A network communication section 24 transmits and receives via a network,to and from the server apparatus 1, various types of event informationwhich are produced while an raving game is in execution.

FIG. 6 is a block diagram, showing an example of the functionalconfiguration of the control section 21. The CPU 211 includes: adistance calculation section 211 a (which corresponds to the distancecalculating means) which calculates a distance by which an automobilemoves along a course in a game space which is chosen by a courseselection section 211 g (described later); a gas-mileage calculationsection 211 b (which corresponds to the gas-mileage calculating means)which calculates the gas mileage of an automobile; a charged-moneycalculation section 211 c (which corresponds to the charged-moneycalculating means) which calculates the quantity of fuel which isvirtually consumed by dividing the gas mileage into the movementdistance and calculates a charged sum of money by multiplying thisquantity of fuel by the unit price of fuel which is uniquely determinedaccording to the type of fuel which is chosen by a fuel selectionsection 211 f (described later); a fuel display section 211 d (whichcorresponds to the fuel displaying means) which displays the remainingquantity of fuel in the monitor 22; and a parameter determinationsection 211 e (which corresponds to the parameter determining means)which accepts an input from the touch panel 22 a and determines aparameter that decides the gas mileage of an automobile.

In addition, the CPU 211 includes: a fuel selection section 211 f (whichcorresponds to the fuel selecting means) which accepts an input from thetouch panel 22 a and selects a kind of fuel from among a plurality ofkinds of fuels which are stored in a fuel storage section 213 b(described later); a course selection section 211 g (which correspondsto the course selecting means) which accepts an input from the touchpanel 22 a and selects a course from among a plurality of courses whichare stored in a course storage section 213 c (described later); a gameexecution section 211 h (which corresponds to the game executing means)which accepts an input from the touch panel 22 a, the accelerator 251,the brake 252, the shift lever 253 and the steering wheel 254 andproceeds with the game; a cast-money calculation section 211 i (whichcorresponds to the cast-money calculating means) which calculates a castsum of money which is the amount of a coin that is cast into the coinacceptance section 27; a money decision section 211 j (which correspondsto the money deciding means) which decides whether or not the cast moneythat is calculated by the cast-money calculation section 211 is equalto, or more than, the charged money that is calculated by thecharged-money calculation section 211 c; an operation-input acceptancesection 211 k which accepts an input from the touch panel 22 a, theaccelerator 251, the brake 252, the shift lever 253, the steering wheel254, the license-card reader 261, the machine-card reader 262 and themulti-coin selector 27 a; a transmission section 211 m which transmits,to the server apparatus 1, the operation-input information that isaccepted by the operation-input acceptance section 211 k; and areception section 211 n which receives various types of information suchas information on a vehicle-body position from the server apparatus 1.

Furthermore, the parameter determination section 211 e includes: avehicle-type selection section 211 e 1 (which corresponds to the vehicleselection section) which accepts an input from the touch panel 22 a andselects a type of vehicle from among several types of vehicles which arestored in a vehicle-type storage section 213 a 1 (described later); andan engine selection section 211 e 2 (which corresponds to theformation-element selection section) which accepts an input from thetouch panel 22 a and selects a kind of engine from among a plurality ofkinds of engines which are stored in an engine storage section 213 a 2(described later).

The RAM 212 includes a remaining-quantity storage section 212 a (whichcorresponds to the remaining-quantity storing means) which stores theremaining quantity of fuel. The ROM 213 includes: a parameter storagesection 213 a (which corresponds to the parameter storing means) whichstores a parameter which determines the gas mileage of a vehicle; a fuelstorage section 213 b (which corresponds to the fuel storing means)which stores in advance identification information on the kind of fuelwhich is virtually consumed in the vehicle; a course storage section 213c (which corresponds to the course storing means) which stores inadvance route information on a plurality of courses; an image storagesection 213 d which stores in advance image information such as anautomobile object and a background image; and an audio storage section213 e which stores in advance a voice that is outputted to the speaker23.

Moreover, the parameter storage section 213 a includes a vehicle-typestorage section 213 a 1 (which corresponds to the vehicle storagesection) which stores in advance identification information on aplurality of kinds of vehicles, and an engine storage section 213 a 2(which corresponds to the formation-element storage section) whichstores in advance identification information on a plurality of kinds ofengines.

The distance calculation section 211 a calculates a distance by which anautomobile moves along a course in a game space which is chosen by thecourse selection section 211 g. Herein, the course which is chosen bythe course selection section 211 g is a circuit course, and the numberof laps is set beforehand. Hence, the distance calculation section 211 acan calculate a distance by which an automobile moves by multiplying theentire length of a circuit course by the number of laps.

The gas-mileage calculation section 211 b calculates the gas mileage ofan automobile, using information on a type of vehicle which is selectedby the vehicle-type selection section 211 e 1 and engine information onan engine which is selected by the engine selection section 211 e 2. Forexample, it calculates the gas mileage, using vehicle-weight informationof the vehicle-type information and the displacement of an engine of theengine information.

The charged-money calculation section 211 c calculates the quantity offuel which is virtually consumed by dividing the gas mileage that iscalculated by the gas-mileage calculation section 211 b into themovement distance that is calculated by the distance calculation section211 a and calculates a charged sum of money by multiplying this quantityof fuel by the unit price of fuel which is uniquely determined accordingto the type of fuel which is chosen by the fuel selection section 211 f.

The fuel display section 211 d reads the remaining quantity of fuel in avirtual automobile from the remaining-quantity storage section 212 a anddisplays it in the monitor 22. Herein, it displays the remainingquantity of fuel in the monitor 22 when a game starts and ends.

The vehicle-type selection section 211 e 1 accepts an input from thetouch panel 22 a and selects a type of vehicle from among several typesof vehicles which are stored in the vehicle-type storage section 213 a1. Herein, if a machine card is inserted in the machine-card reader 262,the automobile type which is stored in the machine card is chosen.Unless a machine card is inserted in the machine-card reader 262, fromamong the several (herein, three) types of rent-a-cars which are storedin the vehicle-type storage section 213 a 1, a vehicle type which isdesired by a player is chosen by detecting that the player has pressedthe touch panel 22 a.

The engine selection section 211 e 2 accepts an input from the touchpanel 22 a and selects a kind of engine from among a plurality of kindsof engines which are stored in the engine storage section 213 a 2.Herein, if a machine card is inserted in the machine-card reader 262,the engine type which is stored in the machine card is chosen. Unless amachine card is inserted in the machine-card reader 262, from among theseveral (herein, three) types of engines which are stored in the enginestorage section 213 a 2, an engine which is desired by a player ischosen by detecting that the player has pressed the touch panel 22 a.Besides, three kinds of engines are set beforehand which can be selectedfor each vehicle type which is chosen by the vehicle-type selectionsection 211 e 1.

The fuel selection section 211 f accepts an input from the touch panel22 a and selects a kind of fuel from among a plurality of (e.g., three)kinds of fuels which are stored in the fuel storage section 213 b.

The course selection section 211 g accepts an input from the touch panel22 a and selects a course from among a plurality of courses which arestored in the course storage section 213 c. Herein, as described usingFIG. 15 to FIG. 17 later, the course selection section 211 g setsbeforehand two kinds of courses which can be chosen according to thetime (which is a real time in a built-in clock (not shown)) when a gameis executed. By detecting that a player has pressed the touch panel 22a, any one course of the two kinds of courses is chosen. In addition,the course selection section 211 g decides whether or not any of thesetwo kinds of courses can be chosen, using a driver's rank whichindicates ranking for a driving technique which is stored in a licensecard.

The game execution section 211 h accepts an input from the touch panel22 a, the accelerator 251, the brake 252, the shift lever 253 and thesteering wheel 254, and proceeds with the game. Specifically, the gameexecution section 211 h accepts a selection input from the touch panel22 a and license-card information and machine-card information from thelicense-card reader 261 and the machine-card reader 262. Then, it setsvarious game conditions. Besides, it accepts an input from theaccelerator 251, the brake 252, the shift lever 253 and the steeringwheel 254, and sends operation information via the transmission section211 m to the server apparatus 1. Next, it accepts, via the receptionsection 211 n, vehicle-body position information which is calculated bythe server apparatus 1. It suitably reads image information from theimage storage section 213 d and displays it in the monitor 22. Then, itreads sound-and-voice information from the audio storage section 213 eand outputs it to the speaker 23, so that a game can be moved ahead.

The cast-money calculation section 211 i calculates a cast sum of moneywhich is the amount of a coin that is cast into the coin acceptancesection 27. Specifically, the cast-money calculation section 211 iaccepts a detection result from the multi-coin selector 27 a, andidentifies the kind (or the amount) of a coin that is cast into the coinacceptance section 27. Thereby, it calculates a cast sum of money.Besides, if several coins are cast into the coin acceptance section 27,the cast-money calculation section 211 i calculates and adds the castsum of money based on the kinds of coins, so that the total cast amountof money can be calculated.

The money decision section 211 j decides whether or not the cast moneythat is calculated by the cast-money calculation section 211 i is equalto, or more than, the charged money that is calculated by thecharged-money calculation section 211 c. If the cast money is equal to,or more than, the charged money, it permits executing the game.

The operation-input acceptance section 211 k accepts an input from thetouch panel 22 a, the accelerator 251, the brake 252, the shift lever253, the steering wheel 254, the license-card reader 261, themachine-card reader 262 and the multi-coin selector 27 a. Then, ittransmits the information it has accepted to the server apparatus 1 viathe transmission section 211 m.

The transmission section 211 m transmits, to the server apparatus 1, theoperation-input information that is accepted by the operation-inputacceptance section 211 k. The reception section 211 n receives varioustypes of information such as information on a vehicle-body position fromthe server apparatus 1, and offers it to the game execution section 211h.

The remaining-quantity storage section 212 a stores the remainingquantity of fuel which is calculated by the charged-money calculationsection 211 c.

The vehicle-type storage section 213 a 1 stores in advanceidentification information on a plurality of kinds of vehicles. Theengine storage section 213 a 2 stores in advance identificationinformation on a plurality of kinds of engines. The fuel storage section213 b stores in advance identification information and unit-priceinformation on the kind of fuel which is virtually consumed in thevehicle. The course storage section 213 c stores in advance routeinformation and lap-number information on a plurality of courses storeswhich stores route information on a plurality of courses which each havea different distance from a starting point to a goal point. The imagestorage section 213 d stores in advance image information such as anautomobile object and a background image. The audio storage section 213e stores in advance a voice that is outputted to the speaker 23.

FIG. 7 is a perspective view of an example of the server apparatus 1.The server apparatus 1 includes a monitor 12 which displays an image,and a speaker 13 which outputs a sound and a voice. The server apparatus1 is provided with a control section 11 (see FIG. 8) which is configuredby a microcomputer that outputs a detection signal from each section ora control signal to each section, and the like.

Herein, the monitor 12 is configured by two large 50-inch screenmonitors which are laterally arranged. Hence, it can provide a powerfulimage to a player and a spectator. Besides, the two large 50 -inchscreen monitors can display a separate image from each other. Inaddition, the two monitors can display a single image as if only onemonitor displayed it (as described later, this function is realized by agame progress control section 111 d).

The speaker 13 has a built-in super woofer, so that it can output asound within a super-low range which cannot be outputted by a mainspeaker. This allows a person to hear a sound over the entirehuman-audible range.

FIG. 8 is a block diagram, showing an example of the functionalconfiguration of the server apparatus 1. The control section 11 controlsthe whole operation of the server apparatus 1. It includes: ainformation processing section (or CPU) 111; an RAM 112 which storesinformation temporarily in the middle of a processing; an ROM 113 inwhich predetermined image information and the like (described later) arestored in advance.

A plotting processing section 121 displays a required image in themonitor 12 according to an image display instruction from the controlsection 11. It includes a video RAM or the like. An audio regenerationsection 131 outputs a predetermined massage, BGM or the like to speaker13 according to an instruction from the control section 11.

In the ROM 113, there are stored an automobile image, a backgroundimage, various screen images, and the like. The automobile image, the abackground image, or the like, is formed by a required number ofpolygons, so that they can be three-dimensionally plotted. Based on aplotting instruction from the CPU 111, the plotting processing section121 executes a calculation for converting a position in thethree-dimensional space into a position in a pseudo three-dimensionalspace, a light-source calculation processing, or the like. In addition,Based on this calculation result, it executes a processing for writingimage data to be plotted in a video RAM, for example, a processing forwriting (attaching) texture data in the area of a video RAM which isdesignated by the polygon.

Among various kinds of data which are stored in the ROM 113, data whichcan be stored in an attachable and detachable recording medium may alsobe read, for example, by a driver, such as a hard disk drive, an opticaldisk drive, a flexible disk drive, a silicon disk drive and a cassettemedium reader. In that case, the recording medium is, for example, ahard disk drive, an optical disk drive, a flexible disk drive, a CD, aDVD, a semiconductor memory, or the like.

A network communication section 14 transmits and receives via a network,to and from the client terminal apparatus 2, various types of eventinformation which are produced while an raving game is in execution.

FIG. 9 is a block diagram, showing an example of the functionalconfiguration of the control section 11. The CPU 111 includes: areception section 111 a which receives various kinds of information fromeach client terminal apparatus 2; a vehicle-body position calculationsection 111 b which calculates the position of a vehicle body usingvarious kinds of information from the client terminal apparatus 2 thatare received by the reception section 111 a; a game progress controlsection 111 c which decides whether each automobile has collided in thesame game space using the vehicle-body position that are calculated bythe vehicle-body position calculation section 111 b, as well as takesthe synchronism of an image which is displayed in each client terminalapparatus 2; and a transmission section 111 d which transmits, to eachclient terminal apparatus 2, various kinds of information necessary forthe progress of the game.

The ROM 113 includes: a course storage section 113 a which stores inadvance route information on a plurality of courses; a vehicle-typestorage section 113 b which stores in advance identification informationon a plurality of kinds of automobiles; an image storage section 113 cwhich stores in advance image information such as an automobile objectand a background image; and an audio storage section 113 d which storesin advance a voice that is outputted to the speaker 13.

The reception section 111 a receives various types of information suchas operation-input information from each client terminal apparatus 2.

The vehicle-body position calculation section 111 b calculates theposition of a vehicle body, using operation-input information or thelike from the client terminal apparatus 2 which is received by thereception section 111 a. Specifically, using operation information onthe accelerator 251, the brake 252, the shift lever 253 and the steeringwheel 254, the vehicle-body position calculation section 111 bcalculates the position of a vehicle body for each frame (e.g., 1/60seconds).

The game progress control section 111 c decides whether each automobilehas collided in the same game space using the vehicle-body position thatare calculated by the vehicle-body position calculation section 111 b,as well as takes the synchronism of an image which is displayed in eachclient terminal apparatus 2. Specifically, using the vehicle-bodyposition which are calculated by the vehicle-body position calculationsection 111 b and vehicle-body measurements information which is storedin the vehicle-type storage section 113 b, the game progress controlsection 111 c decides whether each automobile has collided in the samegame space. If a collision has taken place, it adds the fact that acollision has taken place to the conditions and instructs thevehicle-body position calculation section 111 b to calculate avehicle-body position again. Besides, the game progress control section111 c transmits the vehicle-body position information on an automobilein the same game space via the transmission section 111 d to each clientterminal apparatus 2. Thereby, it synchronizes images which aredisplayed in the client terminal apparatuses 2. Furthermore, the gameprogress control section 111 c determines an image which is displayed inthe monitor 12 and a voice which is outputted in the speaker 13. Then,it reads and generates necessary information from the image storagesection 113 c and the audio storage section 113 d.

The transmission section 111 d transmits, to each client terminalapparatus 2, the vehicle-body position information on an automobile inthe same game space, or the like.

The course storage section 113 a stores in advance route information ona plurality of courses and information on the number of laps. Thevehicle-type storage section 113 b stores in advance identificationinformation and shape information on a plurality of kinds ofautomobiles. The image storage section 113 c stores in advance imageinformation such as an automobile object and a background image. Theaudio storage section 113 d stores in advance a voice which is outputtedto the speaker 13.

FIG. 10 is a flow chart, showing an example of the operation of theclient terminal apparatus 2. The course selection section 211 g decideswhether or not there has been a course selection input from the touchpanel 22 a (in a step S101). If there has been no course selectioninput, the processing comes into a standby state. If there has been acourse selection input, the course selection section 211 g selects acourse and the cast-money calculation section 211 i decides whether ornot a reference play charge (herein, 200 yen) has been cast (in a stepS103). Unless the reference play charge has been cast, it comes into astandby state. If the reference play charge has been cast, the gameexecution section 211 h decides whether or not a license card isinserted in the license-card reader 261 (in a step S105).

If the decision is made that a license card is not inserted, theprocessing proceeds to a step S109. If the decision is made that alicense card is inserted, the game execution section 211 h reads thelicense-card information (in a step S107). In the step S105, if thedecision is made that a license card is not inserted and if theprocessing of the step S107 is completed, the game execution section 211h decides whether or not a machine card is inserted in the machine-cardreader 262 (in a step S109).

If the decision is made that a machine card is inserted, thevehicle-type selection section 211 e 1 reads the machine-cardinformation and chooses a type of an automobile which is stored in themachine card (in a step S111). If the decision is made that a machinecard is not inserted, then from among three types of rent-a-cars whichare stored in the vehicle-type storage section 213 a 1, the vehicle-typeselection section 211 e 1 detects a player pressing the touch panel 22 aand selects a type of vehicle which is desired by the player (in a stepS113).

Then, if a machine card is inserted in the machine-card reader 262, theengine selection section 211 e 2 selects a kind of engine which isstored in the machine card. Unless a machine card is inserted in themachine-card reader 262, it selects an engine which is set beforehand(in a step S115).

Next, the fuel selection section 211 f accepts an input from the touchpanel 22 a and selects a kind of fuel from among three kinds of fuelswhich are stored in the fuel storage section 213 b (in a step S117).Sequentially, the gas-mileage calculation section 211 b calculates thegas mileage of an automobile, using information on a type of vehiclewhich is selected by the vehicle-type selection section 211 e 1 andengine information on an engine which is selected by the engineselection section 211 e 2 (in a step S119). Then, the charged-moneycalculation section 211 c calculates the quantity of fuel which isvirtually consumed by dividing the gas mileage that is calculated by thegas-mileage calculation section 211 b into the movement distance that iscalculated by the distance calculation section 211 a and calculates acharged sum of money by multiplying this quantity of fuel by the unitprice of fuel which is uniquely determined according to the type of fuelwhich is chosen by the fuel selection section 211 f (in a step S121).

Then, the cast-money calculation section 211 i calculates the total castsum of money (in a step S123), and the money decision section 211 jdecides whether or not the total cast money is equal to, or more than,the charged money that is calculated by the charged-money calculationsection 211 c (in a step S125). If the total cast money is less than thecharged money, a message to prompt an additional cast of a coin isdisplayed in the monitor 22, and then, the processing returns to thestep S123. If the total cast money is equal to, or more than, thecharged money, the money decision section 211 j permits executing thegame (in a step S127). Next, the game execution section 211 h executesthe game (in a step S129). Then, it decides whether or not all theautomobiles in the game have reached the goal in the same game space (ina step S131). If the decision is made that not all the automobiles havereached the goal, the processing returns to the step S129 and the gamecontinues. If the decision is made that all the automobiles have reachedthe goal, the game execution section 211 h decides whether or not thegame should be continued (in a step S133). If the decision is made thatthe game should not be continued, the processing ends. If the decisionis made that the game should be continued, the processing returns to thestep S101 and the above described processing is repeated.

FIG. 11 is a flow chart, specifically showing an example of agas-mileage calculation in the step S119 of the flow chart shown in FIG.10. Herein, the following entire processing is executed by thegas-mileage calculation section 211 b. First, the vehicle-typeinformation which has been selected by the vehicle-type selectionsection 211 e 1 is read out (in a step S201). Then, the engineinformation on an engine which has been selected by the engine selectionsection 211 e 2 is read out (in a step S203). Next, using thevehicle-type information and the engine information, the gas mileage ofan automobile is calculated with reference to a table data shown in FIG.12 (in a step S205).

FIG. 12 is a table, showing an example of the table data which is usedfor a gas-mileage calculation in the step S205 of the flow chart shownin FIG. 11. In the left-end column, vehicle-type identificationinformation P1 is stored, in the second column P2 from the left, engineidentification information P2 is stored, and the right-end column, a gasmileage FE is stored. Using this table, the gas-mileage calculationsection 211 b calculates the gas mileage FE. For example, thevehicle-type identification information P1 is “B” and the engineidentification information P2 is “b”, the gas mileage FE is “4 km/L”.

FIG. 13 is a flowchart, specifically showing an example of thecharged-money calculation in the step S121 of the flow chart shown inFIG. 10. Herein, all the following processing is executed by thecharged-money calculation section 211 c, unless any specific comment isespecially given. First, the course information on a course which hasbeen selected by the course selection section 211 g is read from thecourse storage section 213 c (in a step S301). Next, the distancecalculation section 211 a calculates a total distance ML at which theautomobile has moves along the course in the game space which has beenchosen by the course selection section 211 g (in a step S303). Then, thegas-mileage calculation section 211 b calculates the gas mileage FE ofan automobile (in a step S305).

Sequentially, by dividing the total movement distance ML by the gasmileage FE, a fuel consumption F1 which is the quantity of fuel which isvirtually consumed is calculated (in a step S307). Then, a remainingfuel quantity F2 is read from the remaining-quantity storage section 212a, and a decision is made whether or not the remaining fuel quantity F2is “0” (in a step S309). If the decision is made that the remaining fuelquantity F2 is “0”, the processing proceeds to a step S313. If thedecision is made that the remaining fuel quantity F2 is not “0”, theremaining fuel quantity F2 is subtracted from the fuel consumption F1.Then, its result is substituted for the fuel consumption F1 (in a stepS311).

In the step S309, if the decision is made that the remaining fuelquantity F2 is “0” and if the processing of the step S311 is completed,a fuel unit price FM which corresponds to the type of fuel that has beenchosen by the fuel selection section 211 f is read from the fuel storagesection 213 b (in a step S313). Then, by multiplying the fuelconsumption F1 by the fuel unit price FM, a charged money NM iscalculated (in a step S315).

Hence, the charged money NM is calculated based on the fuel consumptionF1 which is virtually consumed and a charge which is set in this waysatisfies a player. Besides, the charged money NM is calculated usingthe remaining fuel quantity F2 at the end of the preceding game. Thisfurther convinces a player of the setting of a charge.

Furthermore, the gas mileage FE is calculated based on the kind (orvehicle type) of an automobile, and thus, the gas mileage FE which isproper for an automobile can be calculated. Moreover, based on the typeof an engine, the gas mileage FE is calculated. This makes it possibleto calculate the gas mileage FE which is more appropriate for anautomobile. In addition, the kind-of an engine which can be chosenaccording to the type of an automobile is preset, thereby improving thegame's reality.

Furthermore, the charged money NM is calculated based on the kind offuel, and thus, the setting of a charge can further satisfy a player.Besides, a course is chosen from among several courses, and thus, aplayer can enjoy choosing a course in a game. In addition to this, thetotal movement distance ML along the route on the chosen course iscalculated, and based on the total movement distance ML, money ischarged. This setting of a charge satisfies a player.

In addition, in the course storage section 213 c, there is stored routeinformation on a plurality of courses which each have a differentdistance from a starting point to a goal point. Hence, a course can bechosen from among the plurality of courses which each have a differentdistance from a starting point to a goal point. This diversifiesselectable courses, thereby making the game more tasteful. Besides, ifthe decision is made that the cast money is equal to, or more than, thecharged money, a permission is given to execute the game. This is moreconvenient for a player.

FIG. 14 is a flow chart, showing an example of the operation of theserver apparatus 1. First, the reception section 111 a receives variouskinds of selection information (course selection information,vehicle-type selection information, engine selection information andfuel selection information) from each client terminal apparatus 2 (in astep S401). Then, the vehicle-body position calculation section 111 breads, from the course storage section 113 a, the course informationwhich corresponds to the course selection information (in a step S403).Next, the vehicle-body position calculation section 111 b reads, fromthe vehicle-type storage section 113 b, the automobile shape informationwhich corresponds to the vehicle-type selection information (in a stepS405). Sequentially, the reception section 111 a receives various kindsof operation information (operation information on the accelerator 251,the brake 252, the shift lever 253 and the steering wheel 254) from eachclient terminal apparatus 2 (in a step S407).

Then, the vehicle-body position calculation section 111 b calculates thevehicle-body position of all the automobiles in the same game space (ina step S409). Next, the game progress control section 111 c decideswhether each automobile has collided (in a step S411). If a collisionhas taken place, the vehicle-body position calculation section 111 bmakes a calculation to rectify the vehicle-body position of theautomobiles which have had the collision (in a step S415). If acollision has not taken place and if the processing of the step S415 iscompleted, the transmission section 111 d transmits, to the clientterminal apparatus 2, collision information (i.e., information whichindicates whether or not a collision has taken place) and thevehicle-body position on an automobile in the same game space (in a stepS417). Then, the processing is completed.

In this way, the server apparatus 1 unifies and executes the calculationfor the vehicle-body position of automobiles in the same game space.Therefore, an image which is displayed in the monitor 22 of each clientterminal apparatus 2 which transmits operation information onautomobiles in the same game space and a voice which is outputted fromthe speaker 23, can be synchronized. This allows a player not to feelqueer in a game.

FIG. 15 is a representation, showing an example of a racing game. Thehorizontal axis is a time T and a vertical axis is an item. In thisfigure, races are simultaneously held at two upper and lower stages(i.e., a course A and a course B). For example, at a time T1, apreliminary round C and a final round B are virtually executed at thesame time on the course A. On the course B, a preliminary round C and afinal round B are virtually executed at the same time. A player can, forexample, if starting at the time T1, choose a preliminary round C of thecourse B and execute a final round C of the course B (while executing afinal round C of the course B at a time T2). After executing the finalround C of the course B, at a time T3, the player can take part in apreliminary round D of the course A.

In this way, virtually, different races are simultaneously held on twocourses. Thus, a player can freely choose the race the player wants toparticipate in. This makes the game more interesting.

FIG. 16 is a representation, showing an example of a held race imagewhich is displayed in the monitor 12 of the server apparatus 1 to notifyplayers and spectators that a race is to be held. In a held race image300, on the upper side, a first race display section 301 is displayedwhich displays information on a race that is held on the course A. Onthe lower side, a second race display section 302 is displayed whichdisplays information on a race that is held on the course B. In each ofthe first race display section 301 and the second race display section302, there are displayed: race-name display sections 301 c and 302 cwhich display the name of a race that is held; route display sections301 b and 302 b which display the route image of a course; and acondition display section 301 a which displays the condition of acourse. A player and a spectator refer to the held race image 300, sothat they can recognize the outline of a race to be held from now. Thisis more convenient for the player and the spectator.

FIG. 17 is a representation, showing an example of a course selectionimage which is displayed in the monitor 22 of the client terminalapparatus 2 in the step S101 of the flow chart shown in FIG. 10. In acourse selection image 400, there are displayed in order from above: atime display section 403 which indicates the time; a first race displaysection 401 is displayed which displays information on a race that isheld on the course A; a second race display section 402 is displayedwhich displays information on a race that is held on the course B; and aguidance display section 405 which indicates guidance for a player. Inthe time display section 403, the passing time is displayed from theleft side to the right side. In the first race display section 401 andthe second race display section 402, a race is displayed to be held atthe time which is displayed in the time display section 403. Herein, anarrow 404 which indicates a point of the time display section 403represents the present time. Besides, each race which is displayed inthe first race display section 401 and the second race display section402 can be chosen. Therefore, a player can choose a race by pressing theposition of the race which the player wants to take part in. Inaddition, in the guidance display section 405, “A participant in a racewill be accepted. Insert coins for 200 yen.” is displayed whichindicates that a reference charge for a game is 200 yen. In the courseselection image 400, a player can become aware of a schedule on which anupcoming race is to be held and can also choose a course.

FIG. 18 is a representation, showing an example of a license-cardinsertion instruction image which is displayed in the monitor 22 of theclient terminal apparatus 2 in the step S105 of the flow chart shown inFIG. 10. In a license-card insertion instruction image 410, there aredisplayed in order from above: a time display section 413 whichindicates the time; a first race display section 411 is displayed whichdisplays information on a race that is held on the course A; a secondrace display section 412 is displayed which displays information on arace that is held on the course B; and a guidance display section 415which indicates guidance for a player. Herein, an arrow 454 whichindicates a point of the time display section 413 represents the presenttime. In the guidance display section 405, “Insert a license card. Ifyou don't have any, press NEXT.” is displayed, and an illustration whichshows the insertion position of a license card is also displayed. Inaddition, a NEXT button 416 is displayed on the lower side of theguidance display section 405. In the display of the guidance displaysection 405, a player can become aware that the insertion of a licensecard is prompted and can also recognize that if not having any licensecard, the NEXT button 416 should be pressed down.

FIG. 19 is a representation, showing an example of a machine-cardinsertion instruction image which is displayed in the monitor 22 of theclient terminal apparatus 2 in the step S109 of the flow chart shown inFIG. 10. In a machine-card insertion instruction image 420, there aredisplayed in order from above: a time display section 423 whichindicates the time; a first race display section 421 is displayed whichdisplays information on a race that is held on the course A; a secondrace display section 422 is displayed which displays information on arace that is held on the course B; and a guidance display section 425which indicates guidance for a player. In the guidance display section425, “Insert a machine card. If you don't have any, choose arent-a-car.” is displayed, and an illustration which shows the insertionposition of a machine card is also displayed. In addition, a rent-a-cardisplay section 426 is displayed on the lower side of the guidancedisplay section 415. In the rent-a-car display section 426, theillustrations of three types of rent-a-cars are displayed so that achoice can be made. In the display of the guidance display section 405,a player can become aware that the insertion of a machine card isprompted and can also recognize that if not having any machine card, arent-a-car should be chosen by pressing any of the illustrations of therent-a-cars which are displayed in the rent-a-car display section 426.

FIG. 20 is a representation, showing an example of a parts selectionimage which is displayed in the monitor 22 of the client terminalapparatus 2 in the step S115 of the flow chart shown in FIG. 10. Herein,in the flow chart shown in FIG. 10, a case has been described in whichonly an engine can be chosen among the parts which configure anautomobile. However, in the form where parts except an engine can alsobe chosen, first, the choice of parts whose types are chosen is madeusing a parts selection image 460. At the upper part of the partsselection image 460, a guidance display section 461 is displayed whichindicates guidance for a player. At substantially the middle part ofthis image, a category display section 462 is displayed which indicatesthe category of parts whose types are chosen. In the guidance displaysection 461, the guidance of “Choose a parts category.” is displayed. Inthe category display section 462, a category name 462 such as anintake-and-exhaust system and an electronic system, and a categoryselection button 462 b which is pressed to choose such a category aredisplayed. A player can choose the category of a part by pressing thecategory selection button 462 b of the category display section 462.This is more convenient for a player.

FIG. 21 is a representation, showing an example of an engine selectionimage which is displayed in the monitor 22 of the client terminalapparatus 2 in the step S115 of the flow chart shown in FIG. 10. At theupper part of an engine selection image 470, a guidance display section471 is displayed which indicates guidance for a player. At substantiallythe middle part of this image, an engine external-appearance displaysection 472 is displayed which indicates an illustration of the externalappearance of an engine. Below the engine external-appearance displaysection 472, an engine specification display section 473 which indicatesthe main specifications of each engine is displayed. At the upper-rightpart of the image, a return button 475 for returning to the precedingimage is displayed. At the image's lower-end part, a purchase button 474is displayed which is pressed down to buy the engine which is chosen inthe engine external-appearance display section 472.

In the guidance display section 471, the guidance of “Choose a part.” isdisplayed. In the engine external-appearance display section 472,external-appearance illustrations of three types of engines aredisplayed as selectable buttons. In the engine specification displaysection 473, specifications are displayed such as the name of an engine,a displacement, a horsepower and a gas mileage. A player refers to themain specifications of an engine which are displayed in the enginespecification display section 473 and chooses the engine which theplayer wants to buy. Then, the player presses the corresponding engineexternal-appearance illustration of the engine external-appearancedisplay section 472 and presses the purchase button 474, so that theengine can be chosen. Hence, the engine can be chosen by confirming theengine's main specifications, and thus, a player can execute such anoperation more easily.

FIG. 22 is a representation, showing an example of a coin-additionrequest image which is displayed in the monitor 22 of the clientterminal apparatus 2 in the step S123 of the flow chart shown in FIG.10. In a coin-addition request image 430, there are displayed in orderfrom above: a time display section 433 which indicates the time; a firstrace display section 431 is displayed which displays information on arace that is held on the course A; a second race display section 432 isdisplayed which displays information on a race that is held on thecourse B; a guidance display section 435 which indicates guidance for aplayer; and a remaining fuel-quantity display section 436 whichindicates a remaining fuel quantity at present. In the guidance displaysection 435, “Insert additional coins for 40 yen.” is displayed, and inthe remaining fuel-quantity display section 436, there is displayed anillustration which imitates the sectional view of a gasoline tank andindicates that there is not enough fuel to participate in the next race.In this way, a remaining fuel quantity is displayed in the remainingfuel-quantity display section 436, and thus, a player can become awarefrom the remaining fuel quantity that the necessary fuel for startingthe game is in short supply. This is more convenient for the player.

FIG. 23 is a representation, showing an example of a game-executionpermission image which is displayed in the monitor 22 of the clientterminal apparatus 2 in the step S127 of the flow chart shown in FIG.10. In a game-execution permission image 440, there are displayed inorder from above: a time display section 443 which indicates the time; afirst race display section 441 is displayed which displays informationon a race that is held on the course A; a second race display section442 is displayed which displays information on a race that is held onthe course B; a guidance display section 445 which indicates guidancefor a player; and a remaining fuel-quantity display section 446 whichindicates a remaining fuel quantity at present. In the guidance displaysection 435, “OK, you are ready to go.” is displayed, and in theremaining fuel-quantity display section 446, there is displayed anillustration which imitates the sectional view of a gasoline tank andindicates that there is enough fuel to participate in the next race. Inthis way, a remaining fuel quantity is displayed in the remainingfuel-quantity display section 446, and thus, a player can recognize fromthe remaining fuel quantity that the necessary fuel for starting thegame is sufficient. This is more convenient for the player.

FIG. 24 is a representation, showing an example of a game image which isdisplayed in the monitor 12 of the server apparatus 1 while a game is inexecution. In a game image 310, there are displayed: on the image's leftside, a ranking display section 311 which indicates ranking; at theimage's substantially middle part, an automobile display section 314which illustrates the external appearance of an automobile; on theimage's right-hand side, a course display section 313 which representsthe route of a course; and at the image's lower part, a message displaysection 315 which gives a message. In the course display section 313, aposition indication mark 313 a which indicates the position of anautomobile which is taking part in this race. Hence, in the coursedisplay section 313, displaying the position indication mark 313 a whichindicates the position of an automobile which is taking part in thisrace makes it easy to grasp the ranking and position of an automobile.This is more convenient for a player.

FIG. 25 is a representation, showing an example of a goal image which isdisplayed in the monitor 12 of the server apparatus 1 while the game isin execution. In a goal image 320, there are displayed: on the image'slower side, a ranking display section 321 which indicates ranking; atthe image's substantially middle part, an automobile display section 322which illustrates the external appearance of an automobile; acourse-image display section 323 which represents the view of a courseon which an automobile runs virtually; and a background-image displaysection 324 which gives a background image.

FIG. 26 is a representation, showing an example of a game image which isdisplayed in the monitor 22 of the client terminal apparatus 2 while thegame is in execution. In a game image 450, there are displayed: at theimage's lower-right part, a tachometer display section 451 whichdisplays a tachometer; on the left side of the tachometer displaysection 451, a speed display section 452 which displays a speed; ananother-vehicle display section 453 which displays an image thatillustrates the external appearance of another vehicle; a course-imagedisplay section 454 which displays the image of a course; and abackground-image display section 455 which displays a background image.In this way, in the game image 450, except for the game image, only thetachometer display section 451 and the speed display section 452 aredisplayed. Hence, there is almost nothing to interrupt the view of aplayer, thus making it easier for the player to operate it.

Herein, the present invention can take up the following form.

(A) In this embodiment, a case is described in which the gamemoney-charging program is applied to a game system which is configuredby the server apparatus 1 and the plurality of client terminalapparatuses 2. However, it may also be used for a stand-alone video gameapparatus.

(B) In this embodiment, a case is described in which the gamemoney-charging program is applied to the client terminal apparatus 2(i.e., the game money-charging program is stored in the ROM 213 as arecording medium which is provided in the client terminal apparatus 2).However, a part of the game money-charging program or its whole part mayalso be used for the server apparatus 1 (i.e., the game money-chargingprogram is stored in the ROM 113 or the like as a recording medium whichis provided in the server apparatus 1).

(C) In this embodiment, a case is described in which the game is a carracing game. However, it may also be a game in which another vehicle ismoved in a game space. For example, it may also be the form of a battlegame in which a fighter or helicopter for combat is used.

(D) In this embodiment, as an aspect, a case is described in which acharged amount of money is calculated based on a fuel consumption.However, another form may also be used in which a distance by which avehicle can move per unit charged money in a game space is calculated,the vehicle's total movement distance from the game's start in the gamespace is calculated, and a charged sum of money is calculated usingthese total movement distance and movable distance. In this case, thereis no need to calculate a fuel consumption, and thus, a charged amountcan be easily calculated.

(E) In this embodiment, a case is described in which the vehicle is anautomobile. However, another kind of vehicle may also be used (e.g., anairplane and a motorbike).

(F) In this embodiment, a case is described in which the parameter whichdetermines the gas mileage of an automobile is a vehicle's type and anengine's type. However, another parameter may also be used(e.g., amuffler's type, a turbo jet's type and a rear spoiler's type).

(G) In this embodiment, a case is described in which the quantity ofconsumed fuel is calculated when a game starts and ends. However, it mayalso be calculated in real time simultaneously with the game as itproceeds. In this case, the quantity of consumed fuel can be calculatedone after another, for example, according to an operation state of anaccelerator. A fuel consumption can be more precisely calculated.

This accelerator operation state is, for example, the depth up to whicha player steps on an accelerator, the depth up to which the player stepson a brake, the position of a gearshift, or the like. In sum, using aparameter such as an accelerator stepping depth, a brake stepping depthand a gearshift position, the quantity of consumed fuel may also becalculated in real time.

(H) In this embodiment, a case is described in which a charged amount ofmoney is calculated using an automobile's total movement distance on acourse. However, a charged amount of money may also be based on thedifficulty of a course.

Furthermore, a gas mileage may also be calculated based on the conditionof a course (such as a frictional coefficient between the surface of acourse and a tire, a road-surface condition such as the inclination of aroad surface and the unevenness of a road surface, wind velocity and thewind direction). Specifically, a calculation is made for a frictionalcoefficient between the surface of a course and a tire, a road-surfacecondition such as the inclination of a road surface and the unevennessof a road surface, wind velocity and the wind direction. Then, usingthem, a gas mileage may also be calculated.

(I) In this embodiment, a case is described in which the course is acircuit course. However, another form may also be used in which it isnot a circuit course, but a course whose starting point, goal point androute are predetermined. For example, it may also be a simulated rallyrace. Besides, it may also be a simple drive game in which a startingpoint, a goal point and a route are not set. In addition, it may also bea game in which a predetermined quantity of fuel is virtually given aplayer in advance and the player competes for the length of a runningdistance using this quantity of fuel.

(J) In this embodiment, a player cannot take part in a race if aninserted sum of money is less than a charged amount. However, anotherform may also be used in which even if an inserted sum of money is lessthan a charged amount, a player can participate in a race. For example,if a player chooses a one-hour sustenance race, the player can take partin the race as long as there is a little fuel. Then, even if theplayer's vehicle has run out of the fuel halfway, it can run by castinga charge which is uniquely related to the quantity of fuel. Or, anothermethod may also be used in which a required charged amount of money isnot presented first, a player casts in advance a charge whichcorresponds to the quantity of gasoline that is estimated to be consumedbefore the player participates, and from this cast money, a chargedamount of money which is calculated based on a distance by which avehicle can move in a game space per unit charged money and a unitmovement distance, is paid one by one.

(K) In this embodiment, a-case is described in which a charged sum ofmoney is calculated using a distance by which an automobile moves.However, another form may also be used in which a charged amount iscalculated according to a course on which an automobile runs (an exampleof the embodiment which corresponds to claims 17 to 19). Hereinafter, aspecific example will be described using FIGS. 27 to 29.

FIG. 27 is a block diagram, showing an example of the functionalconfiguration of the control section 21 of the client terminal apparatus2. The CPU 211 includes: a cast-money calculation section 211 p (whichcorresponds to the cast-money calculating means) which calculates a castsum of money which is the amount of a coin that is cast into the coinacceptance section 27; a fuel giving section 211 q (which corresponds tothe fuel giving means) which gives the player the quantity of virtualfuel which corresponds to the cast money that is calculated by thecast-money calculation section 211 p; a remaining-fuel calculationsection 211 r (which corresponds to the remaining-fuel calculatingmeans) which reads, from a course storage section 213 p (describedlater), a fuel consumption in the course where the automobile ran in thepreceding game, subtracts the fuel consumption from the quantity of fuelwhich is given by the fuel giving section 211 q, and calculates theremaining quantity of fuel when the preceding game ends; agame-execution decision section 211 s (which corresponds to thegame-execution deciding means) which decides whether or not the game canbe executed using a course, according to whether or not the quantity offuel which is given by the fuel giving section 211 q for each of severalcourses that are stored in the course storage section 213 p (describedlater) is equal to, or more than, the fuel consumption which is storedin the course storage section 213 p (described later); and a gameexecution section 211 t (which corresponds to the game executing means)which accepts an input from the touch panel 22 a, the accelerator 251,the brake 252, the shift lever 253 and the steering wheel 254 andproceeds with the game.

The RAM 212 includes a remaining-quantity storage section 212 p whichstores the remaining quantity of fuel. The ROM 213 includes a coursestorage section 213 p (which corresponds to the course storing means)which stores in advance a fuel consumption that is the quantity of fuelwhich an automobile virtually consumes when the automobile virtuallyruns along a course, so that the fuel consumption corresponds to each ofa plurality of courses.

The cast-money calculation section 211 p calculates a cast sum of moneywhich is the amount of a coin that is cast into the coin acceptancesection 27. Specifically, the cast-money calculation section 211 paccepts a detection result which is obtained by using a difference inthe size or weight of a coin or the like from the multi-coin selector 27a, and identifies the kind (or the amount) of a coin that is cast intothe coin acceptance section 27. Thereby, it calculates a cast sum ofmoney. Besides, if several coins are cast into the coin acceptancesection 27, the cast-money calculation section 211 p calculates and addsthe cast sum of money based on the kinds of coins, so that theaccumulative cast amount of money can be calculated.

The fuel giving section 211 q gives the player the quantity of virtualfuel which corresponds to the cast money that is calculated by thecast-money calculation section 211 p. Herein, for example, if a cast sumof money is 100 yen, fuel (or gasoline) is given by a quantity of 500ml, and fuel is given in proportion to a cast amount of money.

The remaining-fuel calculation section 211 r adds the quantity of fuelwhich is given by the fuel giving section 211 q to the remaining fuelquantity, every time a coin is cast into the coin acceptance section 27.Then, every time a game ends, it reads, from the course storage section213 p, a fuel consumption in the course where the automobile ran in thegame and subtracts it, and calculates the remaining quantity of fuel atthat time. Every time the remaining quantity of fuel changes, theremaining quantity of fuel is updated and stored in theremaining-quantity storage section 212 p.

The game-execution decision section 211 s decides whether or not thegame can be executed using a course, according to whether or not thequantity of fuel which is given by the fuel giving section 211 q foreach of several courses that are stored in the course storage section213 p is equal to, or more than, the fuel consumption which is stored inthe course storage section 213 p (see FIG. 29). Besides, thegame-execution decision section 211 s accepts an input from the touchpanel 22 a, and if an instruction is given to execute a game in which avehicle runs on a course which the decision is made that the game can beexecuted on, allows the game execution section 211 t to execute the gamein which a vehicle runs on that course.

The game execution section 211 t accepts an input from the touch panel22 a, the accelerator 251, the brake 252, the shift lever 253 and thesteering wheel 254 and proceeds with the game. Specifically, the gameexecution section 211 t accepts an input from the touch panel 22 a, theaccelerator 251, the brake 252, the shift lever 253 and the steeringwheel 254, sends operation information to the server apparatus 1,accepts vehicle-body position information which is calculated by theserver apparatus 1, and properly proceeds with the game.

FIG. 28 is a flow chart, showing an example of the operation of theclient terminal apparatus 2. First, the cast-money calculation section211 p decides whether or not a coin has been cast into the coinacceptance section 27 (in a step S501). If the decision is made that nocoin has been cast (NO at the step S501), the processing is put onstandby. If the decision is made that a coin has been cast (YES at thestep S501), the cast-money calculation section 211 p calculates the castsum of money (in a step S503).

Then, the fuel giving section 211 q calculates the quantity of fuel (orgasoline) which corresponds to-the cast money that is calculated in thestep S503 (in a step S505). Next, the game-execution decision section211 s decides whether or not the game can be executed using a course,according to whether or not the quantity of fuel which is given by thefuel giving section 211 q for each of several courses that are stored inthe course storage section 213 p is equal to, or more than, the fuelconsumption which is stored in the course storage section 213 p (in astep S507).

Sequentially, the game-execution decision section 211 s displays, in themonitor 22, a course selection image (see FIG. 29) in which a course forrunning can be chosen. Then, it decides whether or not a choice for thecourse on which the decision was made that the game can be executed inthe step S507 has been accepted via the touch panel 22 a (in a stepS509). If the decision is made that a choice for the course has not beenaccepted (NO at the step S509), the cast-money calculation section 211 pdecides whether or not a coin has been inserted into the coin acceptancesection 27 (in a step S511). If the decision is made that no coin hasbeen cast (NO at the step S511), the processing returns to the step S509and the processing of the step S509 is repeated. If the decision is madethat a coin has been cast (YES at the step S511), the processing returnsto the step S503 and the processing of the step S503 to the step S509 isrepeated.

If the decision is made that a choice for the course has been accepted(YES at the step S509), the game execution section 211 t executes thegame in which a vehicle runs on the course which has been chosen at thestep S509 (in a step S513). Then, the game execution section 211 tdecides whether or not all the automobiles in the game have reached thegoal in the same game space (in a step S515). If the decision is madethat one or more automobiles have not yet reached the goal (NO at thestep S515), the processing returns'to the step S513 and the gamecontinues. If the decision is made that all the automobiles have reachedthe goal (YES at the step S515), the remaining-fuel calculation section211 r reads, from the course storage section 213 p, the fuel consumptionin the course where the automobile ran in the preceding game, andsubtracts it from the remaining fuel ng ends. If the decision is madethat the game should be continued (YES at the step S519), the cast-moneycalculation section 211 p decides whether or not a coin has beeninserted into the coin acceptance section 27 (in a step S521). If thedecision is made that no coin has been cast (NO at the step S521), theprocessing returns to the step S509 and the processing of the step S507and its following steps is repeated. If the decision is made that a coinhas been cast (YES at the step S521), the processing returns to the stepS503 and the processing of the step S503 and its following steps isrepeated.

FIG. 29 is a representation, showing an example of a course selectionimage which is displayed in the monitor 22 in the step S507 of the flowchart shown in FIG. 28. In a course selection image 480, there aredisplayed in order from the image's left-hand: a course-informationdisplay section 481 for a drag race; a course-information displaysection 482 for a circuit race; and a course-information display section483 for a road race. In each display section 481 to 483, there aredisplayed in order from above: a top view 481 a to 483 a of a course;course information 481 b to 483 b which indicates the course's wholelength and the number of times (or the number of laps) at which a raceis executed; required-fuel information 481 c to 483 c which indicatesthe quantity of fuel that is required for participating in each race;and participation possibility information 481 d to 483 d which indicateswhether or not the quantity of fuel required for participating in eachrace still remains.

For example, with respect to a circuit race, “1200m×3 laps” is displayedat the course information 482 b, which means a race where a vehiclemakes three laps of a 1200-meter course. In the column of therequired-fuel information 482 c, “300 ml” is displayed, which suggeststhat the quantity of fuel necessary for taking part in the race is 300ml. “Possible” is displayed at the participation possibility information482 d, thus allowing a player to become aware that the fuel remains sothat the player can join.

Herein, the column frame of each course-information display section 481and 482 is shown by a thick line. This indicates that a player can takepart in the race which is displayed in each course-information displaysection 481 and 482. Then, if the touch panel 22 a in the correspondingposition inside of this heavy line is pressed down, the drag-race courseor the circuit-race course is chosen. Specifically, if the touch panel22 a within the area of the course-information display section 481 ispressed down, the drag-race course is chosen. On the other hand, if thetouch panel 22 a within the area of the course-information displaysection 482 is pressed down, the circuit-race course is chosen.

As described above, according to whether or not the quantity of fuelwhich is given according to an inserted amount of money is equal to, ormore than, a fuel consumption which is the quantity of fuel that isvirtually consumed by the automobile when the automobile runs virtuallyalong a course, a decision is made whether or not the game can beexecuted using the course. This setting of a charge satisfies a player.

Furthermore, for each of several courses, according to whether or notthe remaining quantity of fuel when the preceding game ends is equal to,or more than, a fuel consumption which is the quantity of fuel that isvirtually consumed by the automobile when the automobile runs virtuallyalong a course, a decision is made whether or not the game can beexecuted using the course. Therefore, even if the game is repeated, thesetting of a charge which satisfies a player can be realized.

Moreover, various courses which are each different in a fuel consumptionare stored in the course storage section 213 p, so that a player canconsume fuel effectively. Therefore, the setting of a charge whichsatisfies a player further can be realized. In addition, every time acoin is inserted from the outside, the quantity of fuel is added.Therefore, if a player casts a coin as the need arises, the player canincrease the quantity of fuel.

Herein, in the above described embodiment, a case is described in whichthe cast-money calculation section 211 p calculates a cast sum of moneywhich is the amount of a coin that is cast into the coin acceptancesection 27. However, another form may also be used in which a cast sumof money is calculated which is the amount of real money which is a realcurrency that is used in real life, or virtual money which is a gamevalue that is used only in a game and can be exchanged for the realmoney.

For example, as real money, a bank note, a prepaid card or the like mayalso be used, and as virtual money, a chip which is beforehand exchangedat a predetermined rate for the real money, or the like, may also beused. In that case, in the client terminal apparatus 2, instead of (orin addition to) the multi-coin selector 27 a, a money accepting meanshas to be provided according to the form of real money or virtual moneyto be used.

(L) In this embodiment, a form is described in which a fuel consumptionis calculated when a game starts and when the game ends. However,another form may also be used in which it is calculated in real timesimultaneously with the game as it proceeds (an example of theembodiment which corresponds to claims 20 to 26). Hereinafter, aspecific example will be described using FIGS. 30 to 33.

FIG. 30 is a block diagram, showing an example of the functionalconfiguration of the control section 21 of the client terminal apparatus2. The CPU 211 includes: a cast-money calculation section 211 u (whichcorresponds to the cast-money calculating means) which calculates a castsum of money which is the amount of a coin that is cast into the coinacceptance section 27; a fuel giving section 211 v (which corresponds tothe fuel giving means) which gives the player the quantity of virtualfuel which corresponds to the cast money that is calculated by thecast-money calculation section 211 p; a reference-mileage settingsection 211 x (which corresponds to the reference-mileage setting means)which sets a reference gas mileage DFS which is a gas mileage at thetime when a vehicle moves on a predetermined reference condition; agas-mileage calculation section 211 y (which corresponds to thegas-mileage calculating means) which accepts an operation input for avehicle from the outside at each predetermined interval and calculates agas mileage using this operation input and the reference gas mileageDFS; a consumed-fuel calculation section 211 z (which corresponds to theconsumed-fuel calculating means) which calculates a fuel consumptionwhich is the quantity of fuel that the vehicle virtually consumes usingthe gas mileage which is calculated by the gas-mileage calculationsection 211 y at each predetermined interval; a remaining-fuelcalculation section 211α (which corresponds to the remaining-fuelcalculating means) which adds the quantity of fuel which is given by thefuel giving section 211 v, subtracts the fuel consumption which iscalculated by the consumed-fuel calculation section 211 z at eachpredetermined interval and calculates a remaining fuel quantity which isthe remaining quantity of fuel; a game-execution decision section 211γ(which corresponds to the game-execution deciding means) which permitsthe player to execute the game, if the remaining fuel quantity which iscalculated by the remaining-fuel calculation section 211α is plus; and agame execution section 211 t (which corresponds to the game executingmeans) which accepts an input from the touch panel 22 a, the accelerator251, the brake 252, the shift lever 253 and the steering wheel 254 andproceeds with the game.

Furthermore, the CPU 211 includes: a parameter determination section 211w (which corresponds to the parameter determining means) which acceptsan input from the touch panel 22 a and determines a parameter whichdetermines the gas mileage of an automobile; a fuel display section 2118(which corresponds to the fuel displaying means) which displays theremaining fuel quantity in the monitor 22; and an operation-inputacceptance section 211 e which accepts an input from the touch panel 22a, the accelerator 251, the brake 252, the shift lever 253, the steeringwheel 254 and the multi-coin selector 27 a.

Moreover, the parameter determination section 211 w includes: avehicle-type selection section 211 w 1 (which corresponds to the vehicleselection section) which accepts an input from the touch panel 22 a andselects a type of vehicle from among several types of vehicles which arestored in a vehicle-type storage section 213 u 1 (described later); andan engine selection section 211 w 2 (which corresponds to theformation-element selection section) which accepts an input from thetouch panel 22 a and selects a kind of engine from among a plurality ofkinds of engines which are stored in an engine storage section 213 u 2(described later).

The RAM 212 includes a remaining-quantity storage section 212 u whichstores the remaining quantity of fuel. The ROM 213 includes: a parameterstorage section 213 u (which corresponds to the parameter storing means)which stores a parameter which determines the gas mileage of a vehicle;and a course storage section 213 v (which corresponds to the coursestoring means) which stores in advance a course condition (i.e., itsslope and road-surface condition) so that it corresponds to a positionin each course of a plurality of courses.

In addition, the parameter storage section 213 u includes a vehicle-typestorage section 213 u 1 (which corresponds to the vehicle storagesection) which stores in advance identification information on aplurality of kinds of vehicles, and an engine storage section 213 u 2(which corresponds to the formation-element storage section) whichstores in advance identification information on a plurality of kinds ofengines.

The cast-money calculation section 211 u calculates a cast sum of moneywhich is the amount of a coin that is cast into the coin acceptancesection 27. Specifically, the cast-money calculation section 211 uaccepts a detection result from the multi-coin selector 27 a, andidentifies the kind (or the amount) of a coin that is cast into the coinacceptance section 27. Thereby, it calculates a cast sum of money.Besides, if several coins are cast into the coin acceptance section 27,the cast-money calculation section 211 u calculates and adds the castsum of money based on the kinds of coins, so that the total cast amountof money can be calculated.

The fuel giving section 211 v gives the player the quantity of virtualfuel which corresponds to the cast money that is calculated by thecast-money calculation section 211 p. Herein, for example, if a cast sumof money is 100 yen, fuel (or gasoline) is given by a quantity of 500ml, and fuel is given in proportion to a cast amount of money.

The vehicle-type selection section 211 w 1 accepts an input from thetouch panel 22 a and selects a type of vehicle from among several typesof vehicles which are stored in the vehicle-type storage section 213 ul. The engine selection section 211 w 2 accepts an input from the touchpanel 22 a and selects a kind of engine from among a plurality of kindsof engines which are stored in the engine storage section 213 u 2.

The reference-mileage setting section 211 x sets a reference gas mileageDFS which is a gas mileage at the time when a type of automobile whichis chosen by the vehicle-type selection section 211 w 1 moves on apredetermined reference condition and a fuel consumption DFS0 per unittime when the automobile is stopped, in a state where it is providedwith an engine which is chosen by the engine selection section 211 w 2.Herein, the reference condition is the following three conditions to bemet.

-   (1) The revolution rate of an engine is 6800 rpm.-   (2) The slope of a road surface is 0%.-   (3) A road surface is a paved and dry road surface.

The gas-mileage calculation section 211 y calculates a gas mileage bycorrecting the reference gas mileage DFS, based on the revolution rateof an engine which is calculated by the vehicle-body positioncalculation section 111 b of the server apparatus 1, using an operationinput from the accelerator 251 or the like which is accepted by theoperation-input acceptance section 211 e, and the road-surface slope androad-surface condition of a course which are read from the coursestorage section 213 v according to the position of a vehicle body insideof the course which is calculated by the vehicle-body positioncalculation section 111 b of the server apparatus 1, at predeterminedintervals ΔT (herein, at intervals of 1/60 msec).

More specifically, at the predetermined intervals ΔT (herein, atintervals of 1/60 msec), the gas-mileage correction coefficients α, β, γwhich are each determined according to the revolution rate of an engineand the road-surface slope and road-surface condition of a course arecalculated, using a preset correlation formula or table (see FIG. 33).Then, the reference gas mileage DFS is divided by the gas-mileagecorrection coefficients α, β, γ, so that a gas mileage can becalculated.

The consumed-fuel calculation section 211 z calculates a fuelconsumption which is the quantity of fuel that the automobile virtuallyconsumes using the gas mileage which is calculated by the gas-mileagecalculation section 211 y at the predetermined intervals ΔT (herein, atintervals of 1/60 msec).

More specifically, at the predetermined intervals ΔT (= 1/60 msec), theconsumed-fuel calculation section 211 z obtains vehicle-body positioninformation from the vehicle-body position calculation section 111 b ofthe server apparatus 1. Then, it calculates a movement distance ΔL ofthe automobile and divides the movement distance ΔL by the gas mileagewhich is calculated by the gas-mileage calculation section 211 y.Thereby, a fuel consumption ΔFE can be calculated.

Herein, if such a fuel consumption ΔFE calculated as described above isless than a preset minimum fuel consumption ΔFE2, the minimum fuelconsumption ΔFE2 is used as the fuel consumption ΔFE.

The remaining-fuel calculation section 211 a adds the quantity of fuelwhich is given by the fuel giving section 211 v, every time a castamount of money is calculated by the cast-money calculation section 211p (every time a coin is cast into the coin acceptance section 27). Then,while the game is in execution, at the predetermined intervals ΔT (=1/60 msec), it subtracts the fuel consumption which is calculated by theconsumed-fuel calculation section 211 z. Next, it calculates a remainingfuel quantity FE which is the remaining quantity of fuel and stores itin the remaining-quantity storage section 212 u.

The fuel display section 211β reads the remaining fuel quantity of avirtual automobile from the remaining-quantity storage section 212 u anddisplays it in the monitor 22 at the predetermined intervals ΔT (= 1/60msec) (see FIG. 34).

The game-execution decision section 211γ permits the player to executethe game, if the remaining fuel quantity FE which is calculated by theremaining-fuel calculation section 211α is plus. In addition, if theremaining fuel quantity FE is equal to, or less than, a predeterminedvalue FE0 (e.g., 10 ml), then it displays, in the monitor 22,information for prompting the player to cast a coin so that the playercan continue the game (e.g., a message that “Only a little gasolineremains. Insert a coin.”). Herein, in timing when the remaining fuelquantity FE which is calculated by the remaining-fuel calculationsection 211α is “0”, game-execution decision section 211γ (outputs, to agame execution section 211δ, instruction information that the game isterminated.

The game execution section 211δ proceeds with the game, using anoperation input which is accepted by the operation-input acceptancesection 211 e. Specifically, the game execution section 211δ acceptsoperation input which is accepted by the operation-input acceptancesection 211 e and vehicle-body position information which is calculatedby the server apparatus 1. Then, it suitably proceeds with the game.

The operation-input acceptance section 211 e accepts an input from thetouch panel 22 a, the accelerator 251, the brake 252, the shift lever253 and the steering wheel 254. Then, it sends the operation informationit has accepted to the server apparatus 1 and the game execution section211δ.

FIGS. 31A and 31B are a flow chart, showing an example of the operationof the client terminal apparatus 2. Herein, a choice is already made foran automobile (i.e., a vehicle type) and an engine by the vehicle-typeselection section 211 w 1 and the engine selection section 211 w 2.First, the cast-money calculation section 211 u decides whether or not acoin has been cast into the coin acceptance section 27 (in a step S601).If the decision is made that no coin has been cast (NO at the stepS601), the processing is put on standby. If the decision is made that acoin has been cast (YES at the step S601), the cast-money calculationsection 211 u calculates the cast sum of money (in a step S603).

Then, the fuel giving section 211 v calculates the quantity of fuel (orgasoline) which corresponds to the cast money that is calculated in thestep S603 (in a step S605). Next, the game-execution decision section211 s displays, in the monitor 22, a course selection image in which acourse for running can be chosen. Then, it decides whether or not acourse choice has been accepted via the touch panel 22 a (in a stepS607). If the decision is made that a choice for the course has not beenaccepted (NO at the step S607), the cast-money calculation section 211 udecides whether or not a coin has been inserted into the coin acceptancesection 27 (in a step S609). If the decision is made that no coin hasbeen cast (NO at the step S609), the processing returns to the step S607and the processing of the step S607 is repeated. If the decision is madethat a coin has been cast (YES at the step S609), the processing returnsto the step S603 and the processing of the step S603 to the step S607 isrepeated.

If the decision is made that a choice for the course has been accepted(YES at the step S607), the reference-mileage setting section 211 x setsthe reference gas mileage DFS which is a gas mileage at the time when anautomobile moves on a predetermined reference condition (in a stepS611). Then, using the course which has been chosen at the step S607,the game execution section 211δ executes the game. In addition, at thepredetermined intervals ΔT (= 1/60 msec), the remaining-fuel calculationsection 211α or the like calculates a remaining fuel quantity (or aremaining gasoline quantity FE) which is the remaining quantity of fuel(in a step S613).

Next, the game-execution decision section 211γ decides whether or notthe remaining gasoline quantity FE is equal to, or less than, thepredetermined value FE0 (e.g., 10 ml) (in a step S615). Unless thedecision is made that it is equal to, or less than, the predeterminedvalue FE0 (NO at the step S615), the processing goes to a step S619. Ifthe decision is made that it is equal to, or less than, thepredetermined value FE0 (YES at the step S615), the game-executiondecision section 211γ displays, in the monitor 22, information forprompting the player to cast a coin so that the player can continue thegame (in a step S617).

If it is NO at the step S615, or if the processing of the step S617 iscompleted, the cast-money calculation section 211 u decides whether ornot a coin has been cast into the coin acceptance section 27 (in a stepS619). If the decision is made that no coin has been cast (NO at thestep S619), the processing moves forward to a step S625. If the decisionis made that a coin has been cast (YES at the step S619), the cast-moneycalculation section 211 u calculates the cast sum of money (in a stepS621). Then, the fuel giving section 211 v calculates a quantity ΔFE1 offuel (or gasoline) which corresponds to the cast money that iscalculated in the step S621. Sequentially, the remaining-fuelcalculation section 211 a adds quantity ΔFE1 of fuel (or gasoline) whichcorresponds to the cast money and calculates the remaining fuel quantityFE (in a step S623). Then, the processing moves ahead to a step S629.

If the decision is made that no coin has been inserted (NO at the stepS619), the game-execution decision section 211γ decides whether or notthe remaining fuel quantity FE is equal to, or less than, “0” (in a stepS625). If the decision is made that the remaining fuel quantity FE isnot equal to, or less than, “0” (NO at the step S625), or if theprocessing of the step S623 is completed, then the game executionsection 211δ decides whether or not all the automobiles in the game havereached the goal in the same game space (in a step S629). If thedecision is made that one or more automobiles have not yet reached thegoal (NO at the step S629), the processing returns to the step S623, andthe processing of the step S623 and its following steps is repeated. Ifthe decision is made that all the automobiles have reached the goal (YESat the step S629), the game execution section 211δ accepts an input fromthe touch panel 22 a or the like and decides whether or not the gameshould be continued (in a step S631).

If the decision is made that the game should not be continued (NO at thestep S631), the processing is terminated. If the decision is made thatthe game should be continued (YES at the step S631), the cast-moneycalculation section 211 u decides whether or not a coin has been castinto the coin acceptance section 27 (in a step S633). If the decision ismade that no coin has been cast (NO at the step S633), the processingreturns to the step S607, and the processing of the step S607 and itsfollowing steps is repeated. If the decision is made that a coin hasbeen inserted (YES at the step S633), the processing returns to the stepS603, and the processing of the step S603 and its following steps isrepeated. On the other hand, at the step S625, if the decision is madethat the remaining fuel quantity FE is equal to, or less than, “0” (YESat the step S625), then information that the remaining fuel quantity FEhas been consumed so that the game comes to an end is displayed in themonitor 22 (in a step S627). Then, the processing is terminated FIG. 32is a flow chart, specifically showing an example of a remaininggasoline-quantity calculation processing in the step S613 of the flowchart shown in FIGS. 31A and 31B. First, the gas-mileage calculationsection 211 y obtains revolution-rate information on an engine which iscalculated by the vehicle-body position calculation section 111 b of theserver apparatus 1 (in a step S701). Then, the gas-mileage calculationsection 211 y calculates the gas-mileage correction coefficient α whichcorresponds to the revolution rate of an engine that is obtained at thestep S701 (in a step S703). Next, the gas-mileage calculation section211 y obtains vehicle-body position information which is calculated bythe vehicle-body position calculation section 111 b of the serverapparatus 1 (in a step S705). Then, the gas-mileage calculation section211 y calculates a movement distance ΔL, using the vehicle-body positioninformation that is obtained at the step S705 (in a step S707).

Next, the gas-mileage calculation section 211 y obtains positioninformation on a vehicle body inside of a course which is calculated bythe vehicle-body position calculation section 111 b of the serverapparatus 1. Then, according to the position inside of the course, itreads the road-surface slope of the course from the course storagesection 213 v (in a step S709). Sequentially, the gas-mileagecalculation section 211 y calculates the gas-mileage correctioncoefficient β which corresponds to the slope of a road surface that isread at a step S710 (in a step S711). Next, the gas-mileage calculationsection 211 y position information on a vehicle body inside of a coursewhich is calculated by the vehicle-body position calculation section 111b of the server apparatus 1. Then, according to the position inside ofthe course, it reads the road-surface condition of the course from thecourse storage section 213 v (in a step S713). Sequentially, thegas-mileage calculation section 211 y calculates the gas-mileagecorrection coefficient γ which corresponds to the road-surface conditionof a road surface that is read at the step S713 (in a step S715).

Next, the gas-mileage calculation section 211 y divides the referencegas mileage DFS by the gas-mileage correction coefficients α, β, γ, sothat a gas mileage can be calculated. Then, the consumed-fuelcalculation section 211 z divides the movement distance ΔL by this gasmileage, so that a fuel consumption ΔFE1 can be calculated (in a stepS717). Sequentially, a decision is made whether or not the fuelconsumption ΔFE1 is more than the minimum fuel consumption ΔFE2 (in astep S719). If the decision is made that the fuel consumption ΔFE1 ismore than the minimum fuel consumption ΔFE2, the fuel consumption ΔFE1which has been calculated at the step S717 is applied as the fuelconsumption ΔFE (in a step S721). If the decision is made that the fuelconsumption ΔFE1 is not more than the minimum fuel consumption ΔFE2(i.e., the fuel consumption ΔFE1 is equal to, or less than, the minimumfuel consumption ΔFE2), the minimum fuel consumption ΔFE2 is applied asthe fuel consumption ΔFE (in a step S723).

Then, the remaining-fuel calculation section 211α subtracts the fuelconsumption ΔFE which has been calculated at the step S721 or the stepS723 from a remaining fuel quantity FE which is stored in theremaining-quantity storage section 212 u. Thereby, the remaining fuelquantity FE which is the remaining quantity of fuel can be calculated,and then, is updated and stored in the remaining-quantity storagesection 212 u (in a step S725). Then, the fuel display section 211βupdates the remaining fuel quantity FE which is displayed in the monitor22 (see FIG. 34), and the processing is returned.

FIGS. 33A, 33B, 33C are each a graphical representation, showing anexample of the correlation between the revolution rate of an engine, theroad-surface slope and the road-surface condition of a course, andgas-mileage correction coefficients α, β, γ, respectively. In FIG. 33A,the horizontal axis is the revolution rate of an engine and the verticalhorizontal axis is the value of the gas-mileage correction coefficientα. In FIG. 33B, the horizontal axis is the road-surface slope of acourse and the vertical horizontal axis is the value of the gas-mileagecorrection coefficient β. In FIG. 33C, the horizontal axis is theroad-surface condition of a course and the vertical horizontal axis isthe value of the gas-mileage correction coefficient γ.

As shown in FIG. 33A, the gas-mileage correction coefficient α is below“1”, if the revolution rate of an engine is less than 6800 rpm. If therevolution rate of an engine is more than 6800 rpm, it exceeds “1”.Besides, when revolution rate of an engine is at 4000 rpm, thegas-mileage correction coefficient α is minimum.

As shown in FIG. 33B, the gas-mileage correction coefficient β is below“1”, if the slope of a road surface is a descent (i.e., less than 0%).If the slope of a road surface is an ascent (i.e., more than 0%), thegas-mileage correction coefficient β is above “1”. Besides, thegas-mileage correction coefficient β increases monotonously as theslope's value becomes larger. As shown in FIG. 33C, the value of thegas-mileage correction coefficient γ is preset according to thecondition of a road surface, so that a paved road corresponds to itsreference value (γ=1). For example, in the case of a graveled road, thegas-mileage correction coefficient γ is 1.05, while the gas-mileagecorrection coefficient γ is 0.9 if a road is covered with snow.

FIG. 34 is a representation, showing an example of a game image which isdisplayed in the monitor 22 of the client terminal apparatus 2 while thegame is in execution. In a game image 490, similarly to the game image450, there are displayed: at the image's lower-right part, a tachometerdisplay section 491 which displays a tachometer; on the left side of thetachometer display section 491, a speed display section 492 whichdisplays a speed; an another-vehicle display section 493 which displaysan image that illustrates the external appearance of another vehicle; acourse-image display section 494 which displays the image of a course;and a background-image display section 495 which displays a backgroundimage. Besides, in the game image 490, on the left side of the speeddisplay section 492, a remaining gasoline-quantity display section 496which displays the remaining gasoline quantity FE. In the remaininggasoline-quantity display section 496, the remaining gasoline quantityFE is displayed so as to be viewed and confirmed. Thereby, based on theremaining gasoline quantity FE, a player can estimate the distance bywhich the player's automobile can run from now, or how long the playercan continue playing the game. This is more convenient for a player.

As described above, if the remaining gasoline quantity FE is positive, aplayer is given a permission to play a game. Therefore, the player cancontinue playing until the game the remaining gasoline quantity FEbecomes zero, and thus, the setting of a charge which satisfies a playercan be realized.

In addition, at the predetermined intervals ΔT (= 1/60 msec), a gasmileage is calculated using a reference gas mileage which is a gasmileage at the time when an automobile runs on a predetermined referencecondition, and an operation input (herein, the revolution rate of anengine which is determined according to an operation input) for theautomobile from the outside. Using this gas mileage, a fuel consumptionis calculated which is the quantity of fuel that the automobilevirtually consumes. Therefore, an appropriate fuel consumption can becalculated according to an operation input. Furthermore, a gas mileageis also calculated using a course condition (herein, a road-surfaceslope and a road-surface condition which corresponds to the automobile'sposition inside of a course. This helps calculate a fuel consumptionmore properly.

INDUSTRIAL APPLICABILITY

In the computer-readable recording medium in which the gamemoney-charging program is recorded according to the present invention, acharged amount of money is calculated based on the quantity of fuelwhich is virtually consumed, and this charge setting can satisfy aplayer. For example, if the charged amount is calculated substantiallyin proportion to the quantity of fuel which is virtually consumed, sucha charge setting becomes acceptable to the player.

1. A computer-readable recording medium in which a game money-chargingprogram is recorded, the game money-charging program charging a player asum of money for a game in which a vehicle that virtually consumes fuelis moved in a game space wherein a computer is rendered to function as:a distance calculating means for calculating a distance by which thevehicle moves along a predetermined route that is set in advance in thegame space; a gas-mileage calculating means for calculating a gasmileage of the vehicle; and a charged-money calculating means forcalculating the quantity of fuel which is virtually consumed by dividingthe gas mileage into the movement distance and calculating a charged sumof money based on this quantity of fuel.
 2. The computer-readablerecording medium in which the game money-charging program is recordedaccording to claim 1 wherein: the computer is rendered to functionfurther as a remaining-quantity storing means for storing the remainingquantity of fuel; and the charged-money calculating means calculates acharged sum of money, using the remaining quantity of fuel when thepreceding game ends.
 3. The computer-readable recording medium in whichthe game money-charging program is recorded according to claim 2wherein: the computer includes a monitor; and the computer is renderedto function further as a fuel displaying means for displaying theremaining quantity of fuel in the monitor.
 4. The computer-readablerecording medium in which the game money-charging program is recordedaccording to claim 1 wherein: the computer is rendered to functionfurther as a parameter storing means for storing a parameter whichdetermines the gas mileage of the vehicle, and a parameter determiningmeans for accepting an input from the outside and determining theparameter; and the gas-mileage calculating means calculates the gasmileage, using the parameter which is determined by the parameterdetermining means.
 5. The computer-readable recording medium in whichthe game money-charging program is recorded according to claim 4wherein: the parameter storing means includes a vehicle storage sectionwhich stores in advance identification information on a plurality ofkinds of vehicles; the parameter determining means includes a vehicleselection section which accepts an input from the outside and selects akind of vehicle from among the plurality of kinds of vehicles which arestored in the vehicle storage section; and the gas-mileage calculatingmeans calculates the gas mileage based on the kind of vehicle which isselected by the vehicle selection section.
 6. The computer-readablerecording medium in which the game money-charging program is recordedaccording to claim 5 wherein: the parameter storing means includes aformation-element storage section which stores in advance identificationinformation on a plurality of kinds of vehicle formation elements, withrespect to at least one vehicle formation element among a plurality ofvehicle formation elements which form the vehicle; the parameterdetermining means includes a formation-element selection section whichaccepts an input from the outside and selects a kind of formationelement from among the plurality of kinds of formation elements whichare stored in the formation-element storage section; and the gas-mileagecalculating means calculates the gas mileage based on the kind offormation element which is selected by the formation-element selectionsection.
 7. The computer-readable recording medium in which the gamemoney-charging program is recorded according to claim 6 wherein in theformation-element selection section, a selectable kind of vehicleformation element is set in advance according to the kind of vehiclewhich is selected by the vehicle selection section.
 8. Thecomputer-readable recording medium in which the game money-chargingprogram is recorded according to claim 1 wherein the gas-mileagecalculating means accepts, from the outside, an operation input fordetermining the direction in which the vehicle moves and the speed atwhich the vehicle moves and calculates the gas mileage based on thisoperation input.
 9. The computer-readable recording medium in which thegame money-charging program is recorded according to claim 1 wherein:the computer is rendered to function further as a fuel storing means forstoring in advance identification information on the kind of fuel whichis virtually consumed in the vehicle, and a fuel selecting means foraccepting an input from the outside and selecting a kind of fuel fromamong a plurality of kinds of fuels which are stored in the fuel storingmeans; and the charged-money calculating means calculates a charged sumof money based on the kind of fuel which is selected by the fuelselecting means.
 10. The computer-readable recording medium in which thegame money-charging program is recorded according to claim 1 wherein:the computer is rendered to function further as a course storing meansfor storing in advance route information on a plurality of courses, anda course selecting means for accepting an input from the outside andselecting a course from among the plurality of courses; and the distancecalculating means calculates a movement distance along the route of theselected course.
 11. The computer-readable recording medium in which thegame money-charging program is recorded according to claim 10 whereinthe course storing means stores route information on a plurality ofcourses which each have a different distance from a starting point to agoal point.
 12. The computer-readable recording medium in which the gamemoney-charging program is recorded according to claim 9 wherein thecharged-money calculating means calculates a charged sum of money, basedon the course which is selected by the course selecting means.
 13. Thecomputer-readable recording medium in which the game money-chargingprogram is recorded according to any claim 10 wherein: the computerincludes a monitor; and the course selecting means displays theplurality of courses in the monitor so that a choice can be made. 14.The computer-readable recording medium in which the game money-chargingprogram is recorded according to claim 1 wherein: the computer isrendered to function further as a game executing means for executing thegame, a cast-money calculating means for calculating a sum of moneywhich is the amount of a coin that is cast from the outside, and a moneydeciding means for deciding whether or not the cast money is equal to,or more than, the charged money; and if the money deciding means decidesthat the cast money is equal to, or more than, the charged money, thenthe game executing means permits executing the game.
 15. Acomputer-readable recording medium in which a game money-chargingprogram is recorded, the game money-charging program charging a player asum of money for a game in which a vehicle is virtually moved in a gamespace wherein a computer is rendered to function as: a movable-distancecalculating means for calculating a distance by which the vehicle canmove per a predetermined unit charged money in the game space; and acharged-money calculating means for calculating an accumulative distanceby which the vehicle moves from the start of the game in the game spaceand calculating a charged sum of money using this accumulative movementdistance and the movable distance.
 16. A video game apparatus whichexecutes a game in which a vehicle that virtually consumes fuel is movedin a game space comprising: a distance calculating means for calculatinga distance by which the vehicle moves along a predetermined route thatis set in advance in the game space; a gas-mileage calculating means forcalculating a gas mileage of the vehicle; and a charged-moneycalculating means for calculating the quantity of fuel which isvirtually consumed by dividing the gas mileage into the movementdistance and calculating a charged sum of money based on this quantityof fuel.
 17. A computer-readable recording medium in which a gamemoney-charging program is recorded, the game money-charging programcharging a player a sum of money for a game in which a vehicle thatvirtually consumes fuel is virtually moved along a course which isselected from among a plurality of courses that are set in a game spacewherein a computer is rendered to function as: a cast-money calculatingmeans for calculating a cast sum of money which is the amount of realmoney which is a real currency that is cast from the outside or virtualmoney as a game value which is used only in the game and can beexchanged for the real money; a fuel giving means for giving the playerthe quantity of virtual fuel which corresponds to the cast money; acourse storing means for storing a fuel consumption which is thequantity of fuel that the vehicle virtually consumes when the vehicle isvirtually moved along a course, so that the fuel consumption correspondsto each of a plurality of courses; and a game-execution deciding meansfor deciding whether or not the game can be executed using a course,according to whether or not the quantity of fuel which is given by thefuel giving means for each course is equal to, or more than, the fuelconsumption which is stored in the course storing means.
 18. Thecomputer-readable recording medium in which the game money-chargingprogram is recorded according to claim 17 wherein: the computer isrendered to function further as a remaining-fuel calculating means forreading, from the course storing means, a fuel consumption in the coursewhere the vehicle was moved in the preceding game, subtracting the fuelconsumption from the quantity of fuel which is given by the fuel givingmeans, and calculating the remaining quantity of fuel when the precedinggame ends; and the game-execution deciding means decides whether or notthe game can be executed, according to whether or not the remainingquantity of fuel at the end of the preceding game which is calculated bythe remaining-fuel calculating means for each of the plurality ofcourses is equal to, or more than, the fuel consumption in thecorresponding course which is stored in the course storing means. 19.The computer-readable recording medium in which the game money-chargingprogram is recorded according to claim 17 wherein the remaining-fuelcalculating means adds the quantity of fuel which is given by the fuelgiving means, every time the real money or virtual money is cast fromthe outside.
 20. A computer-readable recording medium in which a gamemoney-charging program is recorded, the game money-charging programcharging a player a sum of money for a game in which a vehicle thatvirtually consumes fuel is virtually moved in a game space wherein acomputer is rendered to function as: a cast-money calculating means forcalculating a cast sum of money which is the amount of real money whichis a real currency that is cast from the outside or virtual money as agame value which is used only in the game and can be exchanged for thereal money; a fuel giving means for giving the player the quantity ofvirtual fuel which corresponds to the cast money; a reference-mileagesetting means for setting a reference gas mileage as the gas mileage atthe time when the vehicle moves on a predetermined reference condition;a gas-mileage calculating means for accepting an operation input for thevehicle from the outside at each predetermined interval and calculatinga gas mileage using this operation input and the reference gas mileage;a consumed-fuel calculating means for calculating a fuel consumption asthe quantity of fuel which the vehicle virtually consumes using the gasmileage which is calculated by the gas-mileage calculating means at eachpredetermined interval; a remaining-fuel calculating means for addingthe quantity of fuel which is given by the fuel giving means,subtracting the fuel consumption which is calculated by theconsumed-fuel calculating means at each predetermined interval andcalculating a remaining fuel quantity as the remaining quantity of fuel;and a game-execution deciding means for permitting the player to executethe game, if the remaining fuel quantity is plus.
 21. Thecomputer-readable recording medium in which the game money-chargingprogram is recorded according to claim 20 wherein: the computer isrendered to function further as a course storing means for storing acourse condition which corresponds to a position in a course; and thegas-mileage calculating means reads, from the course storing means, acourse condition which corresponds to a position of the vehicle in acourse at each predetermined interval and calculates a gas mileage, alsousing this course condition.
 22. The computer-readable recording mediumin which the game money-charging program is recorded according to claim20 wherein: the computer includes a monitor; and the computer isrendered to function further as a fuel displaying means for displayingthe remaining fuel quantity in the monitor.
 23. The computer-readablerecording medium in which the game money-charging program is recordedaccording to claim 22 wherein, if the remaining fuel quantity is equalto, or less than, a predetermined value, then the game-executiondeciding means displays, in the monitor, information which prompts theplayer to cast the real money or virtual money so that the player cancontinue executing the game.
 24. The computer-readable recording mediumin which the game money-charging program is recorded according to claim21 wherein: the computer is rendered to function further as a parameterstoring means for storing a parameter which determines the reference gasmileage, and a parameter determining means for accepting an input fromthe outside and determining the parameter; and the reference-mileagesetting means calculates the reference gas mileage, using the parameterwhich is determined by the parameter determining means.
 25. Thecomputer-readable recording medium in which the game money-chargingprogram is recorded according to claim 24 wherein: the parameter storingmeans includes a vehicle storage section which stores in advanceidentification information on a plurality of kinds of vehicles; theparameter determining means includes a vehicle selection section whichaccepts an input from the outside and selects a kind of vehicle fromamong the plurality of kinds of vehicles which are stored in the vehiclestorage section; and the reference-mileage setting means calculates thereference gas mileage based on the kind of vehicle which is selected bythe vehicle selection section.
 26. The computer-readable recordingmedium in which the game money-charging program is recorded according toclaim 25 wherein: the parameter storing means includes aformation-element storage section which stores in advance identificationinformation on a plurality of kinds of vehicle formation elements, withrespect to at least one vehicle formation element among a plurality ofvehicle formation elements which form the vehicle; the parameterdetermining means includes a formation-element selection section whichaccepts an input from the outside and selects a kind of formationelement from among the plurality of kinds of formation elements whichare stored in the formation-element storage section; and thereference-mileage setting means calculates the reference gas mileagebased on the kind of formation element which is selected by theformation-element selection section.